Implement wlr-input-inhibitor
This commit is contained in:
115
src/seat.zig
115
src/seat.zig
@ -9,6 +9,12 @@ const Output = @import("output.zig").Output;
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const View = @import("view.zig").View;
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const ViewStack = @import("view_stack.zig").ViewStack;
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const FocusTarget = union(enum) {
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view: *View,
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layer: *LayerSurface,
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none: void,
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};
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pub const Seat = struct {
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const Self = @This();
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@ -98,15 +104,6 @@ pub const Seat = struct {
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} else null;
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}
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if (self.focused_view) |current_focus| {
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// Don't refocus the currently focused view
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if (if (view) |v| current_focus == v else false) {
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return;
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}
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// Deactivate the currently focused view
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current_focus.setActivated(false);
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}
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if (view) |view_to_focus| {
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// Find or allocate a new node in the focus stack for the target view
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var it = self.focus_stack.first;
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@ -126,62 +123,78 @@ pub const Seat = struct {
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self.focus_stack.push(new_focus_node);
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}
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// The target view is now at the top of the focus stack, so activate it
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view_to_focus.setActivated(true);
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self.sendKeyboardEnter(view_to_focus.wlr_xdg_surface.surface);
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// Focus the target view
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self.setFocusRaw(.{ .view = view_to_focus });
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} else {
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// Otherwise clear the focus
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self.setFocusRaw(.{ .none = {} });
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}
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self.focused_view = view;
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}
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/// Set the focus to the passed layer surface, or clear the focused layer
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/// if the argument is null.
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pub fn focusLayer(self: *Self, layer_surface: ?*LayerSurface) void {
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if (layer_surface) |layer_to_focus| {
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// If the layer is already focused, don't re-focus it.
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if (self.focused_layer) |current_focus| {
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if (current_focus == layer_to_focus) {
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std.debug.assert(self.focused_view == null);
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return;
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}
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}
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/// Switch focus to the target, handling unfocus and input inhibition
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/// properly. This should only be called directly if dealing with layers.
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pub fn setFocusRaw(self: *Self, focus_target: FocusTarget) void {
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// If the target is already focused, do nothing
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if (switch (focus_target) {
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.view => |target_view| target_view == self.focused_view,
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.layer => |target_layer| target_layer == self.focused_layer,
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.none => false,
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}) {
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return;
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}
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// Obtain the target wlr_surface
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const target_wlr_surface = switch (focus_target) {
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.view => |target_view| target_view.wlr_xdg_surface.surface,
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.layer => |target_layer| target_layer.wlr_layer_surface.surface,
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.none => null,
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};
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// If a view is currently focused, unfocus it
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// If input is not allowed on the target surface (e.g. due to an active
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// input inhibitor) do not set focus. If there is no target surface we
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// still clear the focus.
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if (if (target_wlr_surface) |wlr_surface|
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self.input_manager.inputAllowed(wlr_surface)
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else
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true) {
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// First clear the current focus
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if (self.focused_view) |current_focus| {
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std.debug.assert(self.focused_layer == null);
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current_focus.setActivated(false);
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self.focused_view = null;
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}
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// Focus the layer surface
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self.sendKeyboardEnter(layer_to_focus.wlr_layer_surface.surface);
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self.focused_layer = layer_to_focus;
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std.debug.assert(self.focused_output == layer_to_focus.output);
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} else {
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// If there is a layer currently focused, unfocus it
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if (self.focused_layer != null) {
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} else if (self.focused_layer) |current_focus| {
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std.debug.assert(self.focused_view == null);
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self.focused_layer = null;
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}
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c.wlr_seat_keyboard_clear_focus(self.wlr_seat);
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// Then focus the view on the top of the focus stack if any
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self.focus(null);
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// Set the new focus
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switch (focus_target) {
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.view => |target_view| {
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std.debug.assert(self.focused_output == target_view.output);
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target_view.setActivated(true);
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self.focused_view = target_view;
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},
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.layer => |target_layer| blk: {
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std.debug.assert(self.focused_output == target_layer.output);
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self.focused_layer = target_layer;
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},
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.none => {},
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}
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// Tell wlroots to send the new keyboard focus if we have a target
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if (target_wlr_surface) |wlr_surface| {
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const keyboard: *c.wlr_keyboard = c.wlr_seat_get_keyboard(self.wlr_seat);
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c.wlr_seat_keyboard_notify_enter(
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self.wlr_seat,
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wlr_surface,
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&keyboard.keycodes,
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keyboard.num_keycodes,
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&keyboard.modifiers,
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);
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}
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}
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}
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/// Tell the seat to have the keyboard enter this surface. wlroots will keep
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/// track of this and automatically send key events to the appropriate
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/// clients.
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fn sendKeyboardEnter(self: Self, wlr_surface: *c.wlr_surface) void {
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const keyboard: *c.wlr_keyboard = c.wlr_seat_get_keyboard(self.wlr_seat);
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c.wlr_seat_keyboard_notify_enter(
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self.wlr_seat,
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wlr_surface,
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&keyboard.keycodes,
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keyboard.num_keycodes,
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&keyboard.modifiers,
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);
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}
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/// Handle the unmapping of a view, removing it from the focus stack and
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/// setting the focus if needed.
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pub fn handleViewUnmap(self: *Self, view: *View) void {
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